ESports are a form of competition using video games. Most commonly, eSports take the form of organized, multiplayer video game competitions, particularly between professional players. The most common video game genres associated with eSports are real-time strategy (RTS), first-person shooter (FPS), fighting, and multiplayer online battle arena (MOBA).
The esports market in APAC is expected to grow rapidly between 2020 and 2023. The increasing investments from sponsors and advertisers are fueling the demand for esports in this region.
The Global Esports Market size reached USD 1,169.6 Million in 2020 and is expected to register a revenue compound annual growth rate (CAGR) of 20.7% during the forecast period, 2021-2027.
This report studies the Esport market size by players, regions, product types and end industries, history data 2017-2020, and forecast data 2021-2027; This report also studies the global market competition landscape, market drivers and trends, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.
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In this study, the years considered to estimate the market size of Esport are as follows:
History Year: 2017-2020
Base Year: 2020
Estimated Year: 2020
Forecast Year 2021 to 2027
For the data information by region, company, type and application, 2020 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
Available Customizations
With the given market data, EternityInsights offers customizations according to the company's specific needs. The following customization options are available for the report:
Further breakdown of Esport market on basis of the key contributing countries. Detailed analysis and profiling of additional market players.
Table of Contents
1 Industry Overview of Esport
1.1 Esport Market Overview
1.1.1 Esport Product Scope
1.1.2 Market Status and Outlook
1.2 Global Esport Market Size and Analysis by Regions
1.2.1 North America
1.2.2 Europe
1.2.3 China
1.2.4 Rest of Asia Pacific
1.2.5 Central & South America
1.2.6 Middle East & Africa
1.3 Esport Market by Type
1.3.1 Real-time strategy (RTS)
1.3.2 First-person shooter (FPS)
1.3.3 Multiplayer online battle arena (MOBA)
1.3.4 Others
1.4 Esport Market by End Users/Application
1.4.1 Mobilehone & Tablet
1.4.2 PC
1.4.3 Video Game
1.4.4 Other
2 Global Esport Competition Analysis by Players
2.1 Esport Market Size (Value) by Players (2017 and 2020)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future
3 Company (Top Players) Profiles
3.1 Modern Times Group
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 Esport Revenue (Value) (2017-2020)
3.1.5 Recent Developments
3.2 Activision Blizzard
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 Esport Revenue (Value) (2017-2020)
3.2.5 Recent Developments
3.3 Valve Corporation
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 Esport Revenue (Value) (2017-2020)
3.3.5 Recent Developments
3.4 CJ Corporation
3.4.1 Company Profile
3.4.2 Main Business/Business Overview
3.4.3 Products, Services and Solutions
3.4.4 Esport Revenue (Value) (2017-2020)
3.4.5 Recent Developments
3.5 Electronic Arts
3.5.1 Company Profile
3.5.2 Main Business/Business Overview
3.5.3 Products, Services and Solutions
3.5.4 Esport Revenue (Value) (2017-2020)
3.5.5 Recent Developments
3.6 Nintendo
3.6.1 Company Profile
3.6.2 Main Business/Business Overview
3.6.3 Products, Services and Solutions
3.6.4 Esport Revenue (Value) (2017-2020)
3.6.5 Recent Developments
3.7 Turner Broadcasting System
3.7.1 Company Profile
3.7.2 Main Business/Business Overview
3.7.3 Products, Services and Solutions
3.7.4 Esport Revenue (Value) (2017-2020)
3.7.5 Recent Developments
3.8 Faceit
3.8.1 Company Profile
3.8.2 Main Business/Business Overview
3.8.3 Products, Services and Solutions
3.8.4 Esport Revenue (Value) (2017-2020)
3.8.5 Recent Developments
3.9 Gfinity
3.9.1 Company Profile
3.9.2 Main Business/Business Overview
3.9.3 Products, Services and Solutions
3.9.4 Esport Revenue (Value) (2017-2020)
3.9.5 Recent Developments
3.10 Hi Rez Studios
3.10.1 Company Profile
3.10.2 Main Business/Business Overview
3.10.3 Products, Services and Solutions
3.10.4 Esport Revenue (Value) (2017-2020)
3.10.5 Recent Developments
3.11 Kabum
3.12 Wargaming Public
3.13 Rovio Entertainment
3.14 Gungho Online Entertainment
3.15 Alisports
4 Global Esport Market Size by Type and Application (2017-2020)
4.1 Global Esport Market Size by Type (2017-2020)
4.2 Global Esport Market Size by Application (2017-2020)
4.3 Potential Application of Esport in Future
4.4 Top Consumer/End Users of Esport
5 North America Esport Development Status and Outlook
5.1 North America Esport Market Size (2017-2020)
5.2 North America Esport Market Size and Market Share by Players (2017 and 2020)
6 Europe Esport Development Status and Outlook
6.1 Europe Esport Market Size (2017-2020)
6.2 Europe Esport Market Size and Market Share by Players (2017 and 2020)
7 China Esport Development Status and Outlook
7.1 China Esport Market Size (2017-2020)
7.2 China Esport Market Size and Market Share by Players (2017 and 2020)
8 Rest of Asia Pacific Esport Development Status and Outlook
8.1 Rest of Asia Pacific Esport Market Size (2017-2020)
8.2 Rest of Asia Pacific Esport Market Size and Market Share by Players (2017 and 2020)
9 Central & South America Esport Development Status and Outlook
9.1 Central & South America Esport Market Size (2017-2020)
9.2 Central & South America Esport Market Size and Market Share by Players (2017 and 2020)
10 Middle East & Africa Esport Development Status and Outlook
10.1 Middle East & Africa Esport Market Size (2017-2020)
10.2 Middle East & Africa Esport Market Size and Market Share by Players (2017 and 2020)
11 Market Forecast by Regions, Type and Application (2021-2027)
11.1 Global Esport Market Size (Value) by Regions (2021-2027)
11.1.1 North America Esport Revenue and Growth Rate (2021-2027)
11.1.2 Europe Esport Revenue and Growth Rate (2021-2027)
11.1.3 China Esport Revenue and Growth Rate (2021-2027)
11.1.4 Rest of Asia Pacific Esport Revenue and Growth Rate (2021-2027)
11.1.5 Central & South America Esport Revenue and Growth Rate (2021-2027)
11.1.6 Middle East & Africa Esport Revenue and Growth Rate (2021-2027)
11.2 Global Esport Market Size (Value) by Type (2021-2027)
11.3 Global Esport Market Size by Application (2021-2027)
12 Esport Market Dynamics
12.1 Esport Market Opportunities
12.2 Esport Challenge and Risk
12.2.1 Competition from Opponents
12.2.2 Downside Risks of Economy
12.3 Esport Market Constraints and Threat
12.3.1 Threat from Substitute
12.3.2 Government Policy
12.3.3 Technology Risks
12.4 Esport Market Driving Force
12.4.1 Growing Demand from Emerging Markets
12.4.2 Potential Application
13 Market Effect Factors Analysis
13.1 Technology Progress/Risk
13.1.1 Substitutes
13.1.2 Technology Progress in Related Industry
13.2 Consumer Needs Trend/Customer Preference
13.3 External Environmental Change
13.3.1 Economic Fluctuations
13.3.2 Other Risk Factors
14 Research Finding/Conclusion
15 Appendix
Methodology
Analyst Introduction
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